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		<title>BMatrix</title>
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		<h1>BMatrixX</h1>
		<h2>public</h2>
		<table id="public"><tr><td align="right"></td><td><a href="#BMatrixX()">BMatrixX</a>();</td></tr>
			<tr><td align="right"></td><td><a href="#BMatrixX(const T*)">BMatrixX</a>(const T* values);</td></tr>
			<tr><td align="right"></td><td><a href="#BMatrixX(const BVectorX<T>&)">BMatrixX</a>(const BVectorX&ltT&gt& position);</td></tr>
			<tr><td align="right"></td><td><a href="#BMatrixX(const BQuaterX<T>&)">BMatrixX</a>(const BQuaterX&ltT&gt& quater);</td></tr>
			<tr><td align="right"></td><td><a href="#BMatrixX(const BMatrixX<T>&)">BMatrixX</a>(const BMatrixX&ltT&gt& other);</td></tr>
			<tr><td align="right"></td><td><a href="#~BMatrixX()">~BMatrixX</a>();</td></tr>
			<tr><td align="right">bool </td><td><a href="#valid()">valid</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#set(const T*)">set</a>(const T* values);</td></tr>
			<tr><td align="right">void </td><td><a href="#set(int, T, T, T, T)">set</a>(int row, T m0, T m1, T m2, T d);</td></tr>
			<tr><td align="right">void </td><td><a href="#identity()">identity</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#setPosition(T, T, T)">setPosition</a>(T x, T y, T z);</td></tr>
			<tr><td align="right">void </td><td><a href="#setPosition(const BVectorX<T>&)">setPosition</a>(const BVectorX&ltT&gt& position);</td></tr>
			<tr><td align="right">BVectorX<T> </td><td><a href="#position()">position</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setRotate(T, T, T, T)">setRotate</a>(T x, T y, T z, T w);</td></tr>
			<tr><td align="right">void </td><td><a href="#setRotate(const BQuaterX<T>&)">setRotate</a>(const BQuaterX&ltT&gt& quater);</td></tr>
			<tr><td align="right">BQuaterX<T> </td><td><a href="#rotate()">rotate</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setScale(T, T, T)">setScale</a>(T x, T y, T z);</td></tr>
			<tr><td align="right">void </td><td><a href="#setScale(const BVectorX<T>&)">setScale</a>(const BVectorX&ltT&gt& scale);</td></tr>
			<tr><td align="right">BVectorX<T> </td><td><a href="#scale()">scale</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setEulerAngle(const BVectorX<T>&)">setEulerAngle</a>(const BVectorX&ltT&gt& euler);</td></tr>
			<tr><td align="right">void </td><td><a href="#setEulerAngle(T, T, T)">setEulerAngle</a>(T ex, T ey, T ez);</td></tr>
			<tr><td align="right">BVectorX<T> </td><td><a href="#eulerAngle()">eulerAngle</a>() const;</td></tr>
			<tr><td align="right">bool </td><td><a href="#inverse()">inverse</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#reverse()">reverse</a>();</td></tr>
			<tr><td align="right">void </td><td><a href="#lookAt(const BVectorX<T>&,const BVectorX<T>&,const BVectorX<T>&)">lookAt</a>(const BVectorX&ltT&gt& eye,const BVectorX&ltT&gt& center,const BVectorX&ltT&gt& up);</td></tr>
			<tr><td align="right">const BMatrixX<T>& </td><td><a href="#operator = (const BMatrixX<T>&)">operator = </a>(const BMatrixX&ltT&gt& other);</td></tr>
			<tr><td align="right">const bool </td><td><a href="#operator == (const BMatrixX<T>&)">operator == </a>(const BMatrixX&ltT&gt& other) const;</td></tr>
			<tr><td align="right">const bool </td><td><a href="#operator != (const BMatrixX<T>&)">operator != </a>(const BMatrixX&ltT&gt& other) const;</td></tr>
			<tr><td align="right">BVectorX<T> </td><td><a href="#operator * (const BVectorX<T>&)">operator * </a>(const BVectorX&ltT&gt& v) const;</td></tr>
			<tr><td align="right">BMatrixX<T> </td><td><a href="#operator * (const BMatrixX&)">operator * </a>(const BMatrixX& other) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#operator *= (const BMatrixX&)">operator *= </a>(const BMatrixX& other);</td></tr>
		</table>
		<h2>protected</h2>
		<table id="protected"/>
		<div id="desc">
			<h2>Detailed Description : </h2>
		</div>
		<h2 id="docs">Member Documentation</h2>
		<div id="BMatrixX()">
			<h3>BMatrixX();</h3>
		</div>
		<div id="BMatrixX(const T*)">
			<h3>BMatrixX(const T* values);</h3>
		</div>
		<div id="BMatrixX(const BVectorX<T>&)">
			<h3>BMatrixX(const BVectorX&ltT&gt& position);</h3>
		</div>
		<div id="BMatrixX(const BQuaterX<T>&)">
			<h3>BMatrixX(const BQuaterX&ltT&gt& quater);</h3>
		</div>
		<div id="BMatrixX(const BMatrixX<T>&)">
			<h3>BMatrixX(const BMatrixX&ltT&gt& other);</h3>
		</div>
		<div id="~BMatrixX()">
			<h3>~BMatrixX();</h3>
		</div>
		<div id="valid()">
			<h3>bool valid() const;</h3>
		</div>
		<div id="set(const T*)">
			<h3>void set(const T* values);</h3>
		</div>
		<div id="set(int, T, T, T, T)">
			<h3>void set(int row, T m0, T m1, T m2, T d);</h3>
		</div>
		<div id="identity()">
			<h3>void identity();</h3>
		</div>
		<div id="setPosition(T, T, T)">
			<h3>void setPosition(T x, T y, T z);</h3>
		</div>
		<div id="setPosition(const BVectorX<T>&)">
			<h3>void setPosition(const BVectorX&ltT&gt& position);</h3>
		</div>
		<div id="position()">
			<h3>BVectorX<T> position() const;</h3>
		</div>
		<div id="setRotate(T, T, T, T)">
			<h3>void setRotate(T x, T y, T z, T w);</h3>
		</div>
		<div id="setRotate(const BQuaterX<T>&)">
			<h3>void setRotate(const BQuaterX&ltT&gt& quater);</h3>
		</div>
		<div id="rotate()">
			<h3>BQuaterX<T> rotate() const;</h3>
		</div>
		<div id="setScale(T, T, T)">
			<h3>void setScale(T x, T y, T z);</h3>
		</div>
		<div id="setScale(const BVectorX<T>&)">
			<h3>void setScale(const BVectorX&ltT&gt& scale);</h3>
		</div>
		<div id="scale()">
			<h3>BVectorX<T> scale() const;</h3>
		</div>
		<div id="setEulerAngle(const BVectorX<T>&)">
			<h3>void setEulerAngle(const BVectorX&ltT&gt& euler);</h3>
		</div>
		<div id="setEulerAngle(T, T, T)">
			<h3>void setEulerAngle(T ex, T ey, T ez);</h3>
		</div>
		<div id="eulerAngle()">
			<h3>BVectorX<T> eulerAngle() const;</h3>
		</div>
		<div id="inverse()">
			<h3>bool inverse();</h3>
		</div>
		<div id="reverse()">
			<h3>void reverse();</h3>
		</div>
		<div id="lookAt(const BVectorX<T>&,const BVectorX<T>&,const BVectorX<T>&)">
			<h3>void lookAt(const BVectorX&ltT&gt& eye,const BVectorX&ltT&gt& center,const BVectorX&ltT&gt& up);</h3>
		</div>
		<div id="operator = (const BMatrixX<T>&)">
			<h3>const BMatrixX<T>& operator = (const BMatrixX&ltT&gt& other);</h3>
		</div>
		<div id="operator == (const BMatrixX<T>&)">
			<h3>const bool operator == (const BMatrixX&ltT&gt& other) const;</h3>
		</div>
		<div id="operator != (const BMatrixX<T>&)">
			<h3>const bool operator != (const BMatrixX&ltT&gt& other) const;</h3>
		</div>
		<div id="operator * (const BVectorX<T>&)">
			<h3>BVectorX<T> operator * (const BVectorX&ltT&gt& v) const;</h3>
		</div>
		<div id="operator * (const BMatrixX&)">
			<h3>BMatrixX<T> operator * (const BMatrixX& other) const;</h3>
		</div>
		<div id="operator *= (const BMatrixX&)">
			<h3>void operator *= (const BMatrixX& other);</h3>
		</div>
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